What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#3002 Posted 24 November 2011 - 07:22 AM
This post has been edited by rasmus thorup: 24 November 2011 - 07:23 AM
#3003 Posted 27 November 2011 - 11:05 AM
I tried one map today with HRP. It didn't run well!
#3004 Posted 27 November 2011 - 11:19 AM
What are your sprite counts on those maps?
#3005 Posted 27 November 2011 - 11:32 AM
#3006 Posted 27 November 2011 - 12:15 PM
Map 6: 2243/4096 sect. 16235/16384 walls 4928/16384 s
But there's still much doing with sprites. Detailing etc.
I wonder why my taxis are blue (take a look of latest shot). I've changed tile palette to yellow. Doesn't that work on HRP?
#3007 Posted 27 November 2011 - 12:19 PM
pmw, on 27 November 2011 - 12:15 PM, said:
Yes, that should work in the HRP, assuming you are using a recent version of the HRP and EDuke32, and Polymer. It's been a while since I have used the highpal feature or the HRP, so I have no idea what is going wrong there.
#3008 Posted 27 November 2011 - 12:36 PM
pmw, on 27 November 2011 - 11:05 AM, said:
I tried one map today with HRP. It didn't run well!
No joke? Having too many monsters on screen will bog down FPS BIGtime, because of all the scripts that need to be run and all the movement/animation that's going on. This is actually why open city levels are very rare in the original levels. I recommend having monsters teleport in as you progress through the level. Laying down a few touchplate switches (DEFS #3) linked to respawn sprites (DEF #9) will accomplish that nicely.
This post has been edited by The Mighty Bison: 27 November 2011 - 12:38 PM
#3009 Posted 27 November 2011 - 12:45 PM
The Mighty Bison, on 27 November 2011 - 12:36 PM, said:
In fact, with normal gameplay, you won't see that much monsters. There's a secret room in that level, where you can push button and release all those monsters. There are teleport monsters also.
But please, this is not a normal episode. Example, every map has millions of pointless places. And with normal duke (no HRP), that works pretty fine even there are lot of monsters on the screen.
This episode is made for Eduke and 8-bit -mode.
#3010 Posted 27 November 2011 - 01:59 PM
#3011 Posted 27 November 2011 - 02:12 PM
Captain Awesome, on 27 November 2011 - 01:59 PM, said:
I know. It's just for fun. This is not super official mod. Pure fun.
#3012 Posted 28 November 2011 - 03:10 AM
Ahh TROR, you have given me another 10 years use out of this engine AT least...
#3014 Posted 28 November 2011 - 06:29 AM
DanM, on 28 November 2011 - 03:10 AM, said:
Pure mastery, brings back the Unreal days!
@pmw: can you post the log please? Your HRP install should contain a 'highpal' directory and the palettes should be properly referenced from duke3d_hrp.def.
#3015 Posted 28 November 2011 - 07:28 AM
Helixhorned, on 28 November 2011 - 06:29 AM, said:
i have been using this engine since i was 12 dude, and I'am 27 now
tried brushes in quake/source but they where so finicky, and hated how unreal constricted your carving to a pre-made shape
#3016 Posted 28 November 2011 - 02:08 PM
#3017 Posted 28 November 2011 - 02:27 PM
DanM, on 28 November 2011 - 03:10 AM, said:
I'll hold you to that, or I'll bus over and bludgen you while you're in a drunken stupor
#3018 Posted 28 November 2011 - 04:11 PM
Tea Monster, on 28 November 2011 - 02:08 PM, said:
Big Gun actually looks something like this:
Edit: Okay, who negrepped my comment about the monsters? Come on.
This post has been edited by The Mighty Bison: 28 November 2011 - 04:12 PM
#3019 Posted 28 November 2011 - 04:40 PM
Micky C, on 28 November 2011 - 02:27 PM, said:
dont worry that staircase out the front willl get me before you can
damn they put a ton of work into the big guns texture
#3022 Posted 29 November 2011 - 12:36 AM
DanM, on 28 November 2011 - 03:10 AM, said:
eduke32 2011-11-28 22-01-12-99.png
Ahh TROR, you have given me another 10 years use out of this engine AT least...
This shot looks so amazing just like a completely different game. I canĀ“t wait to play this. Awesome work, DanM!!!
#3023 Posted 29 November 2011 - 02:05 AM
#3024 Posted 29 November 2011 - 04:31 AM
This post has been edited by The Commander: 29 November 2011 - 04:32 AM
#3025 Posted 29 November 2011 - 09:57 AM
http://petteri.muumi...mw-screenshots/
Take a look! imageorder:
Map 1: Old gas station
Map 2: Congress hall "Tampere-Talo" (real pic)
Map 3: Näsinneula, tallest freestanding building in nordic countries (real pic)
Map 4: Nääshalli, sports and hobby center. This map has 100% real structure, based on building's floor plan.
Map 5: Tampere central (real pic)
Map 6: Hotelli Ilves (real pic)
Map 7: Exhibition and Sports centre
This post has been edited by pmw: 29 November 2011 - 10:00 AM
#3026 Posted 29 November 2011 - 10:16 AM
#3027 Posted 29 November 2011 - 11:12 AM
#3028 Posted 29 November 2011 - 11:39 AM
#3029 Posted 29 November 2011 - 12:42 PM
DeeperThought, on 27 November 2011 - 11:19 AM, said:
What are your sprite counts on those maps?
I was almost ready to say the exact same thing...the number of monsters would completely overwhelm all but the most hardcore players, and even they would be somewhat challenged.
Balance, balance, balance...as the Levelord once said in some certain Level Design Handbook about 15 years ago.
#3030 Posted 30 November 2011 - 05:36 AM
Here is a video of the original map.
And here are some pics of my map.